This plugin requires YEP_EquipCore.js to work. Place this plugin beneath YEP_EquipCore.js in the Plugin Manager list.
Place restrictions on when an actor can equip a weapon or piece of armor. Set level requirements, stat requirements, switch requirements, and more. This plugin will also provide a separate equipment requirement window to show the player what is needed in order for gear to be equipped.
You can use these notetags to implement requirements onto your weapons and armors. These notetags will have to be set up in a certain way:
Weapon and Armor Notetags:
<Equip Requirement> requirement requirement </Equip Requirement> - The main requirements will have to be placed in between these notetags. You can have a multitude of requirements for your weapons/armors. Replace 'requirement' with any of the following below:
Weapon and Armor Requiprements:
param > x param >= x param === x param <= x param < x - Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. This will make the piece of equipment require the actor's base parameter to be greater than (>), greater than or equal to (>=), equal to (===), less than or equal to (<=), or less than (<). This is NOT the value for the total parameter, only the base parameter. The base parameter is calculated by the user's class parameter value, any bonuses received by equipment and/or permanent stat increases.
class: x class: name - This will make the piece of equipment require the actor to be class x. If 'name' is used, priority will be given to the class with the highest ID in the database. Insert multiple of these requirements to add more classes. Having multiple classes will mean that the actor can be any of those classes to be able to equip the gear.
skill: x skill: name - This will make the piece of equipment require the actor to have learned skill x. If 'name' is used, priority will be given to the skill with the highest ID in the database. Insert multiple of these requirements to add more skills. Having multiple skills means the actor must have learned ALL of the skills to be able to equip the gear. NOTE: The actor needs to have LEARNED the skill. This means that if you have added a skill to the actor's skill library through a trait, it will not count.
switch: x - This will require switch X to be on. If it isn't, the piece of equipment cannot be worn. Insert multiple of these to add more switches that are are required to be on.
unique only - This will make the piece of equipment to be "unique", rendering the actor to be unable to wear more than 1 of its kind.
For those with JavaScript proficiency, you can use these notetags to give certain pieces of equipment a special requirement before it can be equipped.
Weapon and Armor Notetags:
<Custom Equip Requirement Condition> if (user.name() === 'Harold') { condition = true; } else { condition = false; } </Custom Equip Requirement Condition> The 'condition' variable will determine whether or not the piece of equipment can be worn by the user. If 'condition' returns 'true', then the piece of equipment can be worn. If 'condition' returns 'false', then the piece of equipment can't be worn.
============================================================================ Lunatic Mode - Custom Equip Requirement Text ============================================================================
For those with JavaScript proficiency, you can use these notetags to alter the text displayed in the Requirement Window.
Weapon and Armor Notetags:
<Custom Equip Requirement Text> text = user.name() + ' has used this sword since young!\n'; text += 'This is another line for the text!' </Custom Equip Requirement Text> For those who would like to write custom text for the Requirement Window, you can use this notetag. Text codes are allowed here. Use \n for line breaks. If you plan on using text codes, \i[4] would appear as \\i[4]. Whatever value the 'text' variable has at the end will determine the text that will be displayed.